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Spellbooks add value to a mage's library as follows: Common spells (those within the Core and Player's Companion) are worth 150 gp per level. Uncommon or rare spells (i.e. ones not appearing in those two books) are worth 250 gp per level. Spells on scrolls are worth 75 gp per level (for Common) and 150 per level (for uncommon). Since each mage casts slightly different versions of the same spell the value for similar spells in cumulative. Therefore, a mage with two spellbooks in his library, each containing the spell Sleep would gain 300 gp towards his library. | Spellbooks add value to a mage's library as follows: Common spells (those within the Core and Player's Companion) are worth 150 gp per level. Uncommon or rare spells (i.e. ones not appearing in those two books) are worth 250 gp per level. Spells on scrolls are worth 75 gp per level (for Common) and 150 per level (for uncommon). Since each mage casts slightly different versions of the same spell the value for similar spells in cumulative. Therefore, a mage with two spellbooks in his library, each containing the spell Sleep would gain 300 gp towards his library. | ||
− | Our library at the Candle contains the following texts, both magical and mundane. | + | Our library at the Candle contains the following texts, both magical and mundane. '''Total Magical Value of Library: 7,050 gp''' |
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=Mundane Texts= | =Mundane Texts= | ||
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*''Alchemical Applications of Praum'' (LV 500 gp) | *''Alchemical Applications of Praum'' (LV 500 gp) | ||
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20229704#post20229704 History of the Faery Door in the Candle] (LV 100 gp or 500 gp relating to faery magic) | *[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20229704#post20229704 History of the Faery Door in the Candle] (LV 100 gp or 500 gp relating to faery magic) | ||
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=Scrolls= | =Scrolls= | ||
*Karag's spell scroll (from start of game): ''Floating Disc'', ''Shield'', ''Protection from Evil - Sustained'', ''Animate Dead'', ''Conjure Elemental'', ''Trollblood'' (LV 1200 gp) | *Karag's spell scroll (from start of game): ''Floating Disc'', ''Shield'', ''Protection from Evil - Sustained'', ''Animate Dead'', ''Conjure Elemental'', ''Trollblood'' (LV 1200 gp) | ||
− | *Brass scrollcase from secret room in Keep, containing a scroll with the following spell: ''Hold Monster'' | + | *Brass scrollcase from secret room in Keep, containing a scroll with the following spell: ''Hold Monster'' |
*A brass scrollcase containing a single rolled scroll of soft vellum. It is a scroll of arcane magics, written in an archaic dialect of Common. It contains the following spells: ''Sleep'', ''Read Languages'', ''Dispel Magic'' and ''Giant Strength'' (LV 675 gp) | *A brass scrollcase containing a single rolled scroll of soft vellum. It is a scroll of arcane magics, written in an archaic dialect of Common. It contains the following spells: ''Sleep'', ''Read Languages'', ''Dispel Magic'' and ''Giant Strength'' (LV 675 gp) | ||
*The scroll contains the spell ''Levitate''. IC 1220 (LV 150 gp) | *The scroll contains the spell ''Levitate''. IC 1220 (LV 150 gp) | ||
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*There are two spell scrolls, both containing arcane magics. One contains two spells: ''Ventriloquism'' and ''Water Breathing''. The second contains five spells: ''Floating Disc'', ''Slipperiness'', ''Infravision'', ''Polymorph Other'' and ''Cloudkill''. (LV 300 gp and LV 1050 gp) | *There are two spell scrolls, both containing arcane magics. One contains two spells: ''Ventriloquism'' and ''Water Breathing''. The second contains five spells: ''Floating Disc'', ''Slipperiness'', ''Infravision'', ''Polymorph Other'' and ''Cloudkill''. (LV 300 gp and LV 1050 gp) | ||
*Redfoot Gang scrolls: one contains a single spell, ''Massmorph''. The other contains seven spells, as follows: ''Jump'', ''Sharpness'', ''ESP'', ''Mirror Image'', ''Uncanny Gyration'', ''Scry'', and ''Enslave''. (LV 300 gp and LV 1350 gp) | *Redfoot Gang scrolls: one contains a single spell, ''Massmorph''. The other contains seven spells, as follows: ''Jump'', ''Sharpness'', ''ESP'', ''Mirror Image'', ''Uncanny Gyration'', ''Scry'', and ''Enslave''. (LV 300 gp and LV 1350 gp) | ||
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=Spellbooks= | =Spellbooks= | ||
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*The shaman carries several thin sheets of metal, bound together by leather and containing writings in what looks to be the Bestial tongue. They contain the spells ''Sleep'' and ''Ventriloquism'' (LV 300 gp) | *The shaman carries several thin sheets of metal, bound together by leather and containing writings in what looks to be the Bestial tongue. They contain the spells ''Sleep'' and ''Ventriloquism'' (LV 300 gp) | ||
*''Observations on Defensive Magics'' Text found [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20200974#post20200974 here]. Contains spells ''Shield'', ''Ablative Armor'', ''Protection from Normal Missiles'', and ''Protective Aura''. It also contains detailed instructions on how to create ''bracers of armor'', a magical item that requires knowledge of the spell ''Protective Aura''. There are also numerous pages of theoretical musings on protective and defensive magics. (LV 2000 gp, 4000 gp if researching defensive spells) | *''Observations on Defensive Magics'' Text found [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20200974#post20200974 here]. Contains spells ''Shield'', ''Ablative Armor'', ''Protection from Normal Missiles'', and ''Protective Aura''. It also contains detailed instructions on how to create ''bracers of armor'', a magical item that requires knowledge of the spell ''Protective Aura''. There are also numerous pages of theoretical musings on protective and defensive magics. (LV 2000 gp, 4000 gp if researching defensive spells) | ||
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=Other / Unidentified= | =Other / Unidentified= | ||
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==Undetermined== | ==Undetermined== | ||
*Detect Faerie Lands | *Detect Faerie Lands | ||
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=Divine Spell Library= | =Divine Spell Library= | ||
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*Sleep | *Sleep | ||
*Ventriloquism | *Ventriloquism | ||
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